*Coming to GDC?! Sign up for this MEET N' GREET with me and other Unity influencers:* goo.gl/forms/lr37KxETuUO69JXh2 😍 Wanna see more tutorials like this? Let me know in the comments. =)
Do you know why you don't get views?? It's only becoz of peoples are using torrent and download your videos If you wanna see how then type "ss" between www. & youtube........... You can see the magic
Something I always struggled with was the bright square on the ground where the effect box includes the terrain. I could finally fix it with the blending size, but its still not perfect. Would have loved if you talkes about planar reflection probes as well, and why they cannot be baked.
I very good feature for reflection probes is the box projection one. I don't see it mentioned enough, and it took me a while to find out about it. It distorts the cube map according to where an object is in the "'Box area". This is helpful for indoor scenes, or scenes with buildings and trees that you maybe drive by. It also makes a smoother transition between probes
@@josebarria3233 I know this is a really old comment, but if anyone is interested in box projection, it basically tries to map your reflections on the bounding box (the yellow box in the video). This skews the reflection when you walk around. It's not terribly useful in an outdoor environment, but in an interior environment (say a long box hallway) it keeps the wall reflections more accurate. Very handy feature for box-like interiors!
I am trying to make a highly reflective inviornment with gem-like platforms in vr. Im trying to do this over the web with unity's webGL and openXR tools using the URP. I was hoping to have something better than a single planar reflection probe on each side. The platform has ~ 380 vertices ~360 poly. (up to 19 platforms loaded at a time) is there any chance that I could have each poly reflect at a realistic angle? any chance I can get a couple bounces of light? there will be some moving emissive objects I would want reflected. I don't want to expect too much, but I figured I would ask what I might get away with, and with what techniques?
Hi, I have a silly question!! i.e., say I have a house with four rooms. Let's pretend it to be of size of our regular rooms but scaled down. And there are metal chairs, mirrors and other reflective objects. So, on an approximation how many reflection probe should I use for that room.
I like the way your vids keep it accessible but also don't make us sit through ums, errs and filler for 5 minutes if you're returning for a quick overview. Great stuff.
Sykoo, You've made a video on an amazing high quality scene, I can't remember the name of the video but it had a dining room and kitchen and sliding glass doors that led to a nice open pathway to the front door and hide vines on the wall etc, Could you please PLEASE make an in-depth video on how the reflection probes were used in that scene? No matter how many times I've tried I can't find a single in depth video of reflection probes in a real world environment, it's always showing a reflective ball which is great for complete beginners but I still have trouble figuring out how to implement them in real life situations/scenes.
Maby indept PBR tutorial on Like how make a smal atlas that shows LightBulp,Windows, Chrome+Silver+Gold, Mate plastic,Polished plastic,Mettal,Carpaint ish? Matterials like in the older scene you have showed wtinter cabin or what it was etc :D i Personally not using HRP or LWRP Yett and not sure on how to get thoe`s Matterial effects
Thanks for the video! Nice and simple, as it always should be. I have a (noob) question, though: let's pretend I have an entirely static scene, with no game objects moving. Could I put as many baked reflection probes as I want, or is it still a no-no?
#Sykoo - Please make tutorial about light emitting materials in Unity 2019 in HDRP! I cannot get work done in Unity 2019 when i need to make any material emit a light superbright like red terminator eyes. When I change intensity of emit light Unity 2019 does nothing - its changes color to lighter but not glowing not emitting light like real volumetric light bulb do.
I have been experimenting with Unity's HDRP and for the life of me I can't figure out what's going on, everything off in the distance and the tops of mountains are all over-exposed and are almost solid white. I had a problem with the terrain looking like glass as well, in 3D Modeling programs you can just turn the refletiveness of the material down to fix this but with terrain layers I don't see a way to do it....Could anyone perhaps send me to a video that might explain this, I can't seem to find any.
Great video. For a golf ball in an environment scene would you use reflection probes or light probes or both? The entire scene is lightmapped in Maya. It’s a mobile game. So the only real-time lighting is on the ball and the flagpole. I would also like to have the ball pick up reflected light depending on where it is located in the scene. Ie, in the sand trap, on the green, very close to the waters edge. Any thoughts?
it is cool and all but why is noone talking about any other type of mesh with reflection, personally I want an entire wall to be reflection of a room, but all I see is sphere in every tutorial.
It depends: * Unity uses C# while Unreal uses C++ and Blueprints (Visual scripting) * Unity has a better 2D support while Unreal has a little better 3D performance. * Unity has "Made with Unity" logo while Unreal doesn't. * Unreal has a more modern interface while Unity will make it... This year. They both are good. You can try them both and decide.
We know who fucking Skill Share is. 90% of the youtube videos I watch rants and raves about it. I promise I will never use a product that markets SO AGRESSIVELY. I'm not endorsing this tactic. If your product is so bad that you need to shout at me 100 times a month until I buy it, then guess what, I'm NOT going to buy it.